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- [musical prelude]
- R: Hey guys, welcome to Dwarf Fortress Talk! I'm Nate, also known as Rainseeker, and I'm here with Kyle,
- also known as Capntastic,
- C: Hello!
- R: and our illustruous leader Tarn Adams, also known as Toady One.
- T: Toooooaady One!
- [laughter (everyone)]
- R: Welcome everybody! We are back, we are surviving the fires of northern California somehow and generally
- having a good old time.
- C: Today we are going to do some Q&A from Dwarf Fortress fans across the world. But first we have some
- news on the Steam front. The Steam release has shown us some beautiful pictures of dwarves in armor
- with weapons.
- R: (yay!)
- T: [chuckles]
- C: We have all sorts of fun interactions taking place there. What can you tell us, Tarn?
- T: Yeah, so we have finally started in earnest on the dwarf pictures. There's been a lot of drawing,
- right now the dwarf has sort of 600 possible layers, and that's a number that's only growing.
- Now this includes all colors and every kind of... so if you've got a dark cyan cap for a peasant to
- wear and then a brown cap for a farmer to wear and a white cap for a stoneworker to wear then it has
- to go through and query those things and assemble the right layers when it kind of puts together this dwarf,
- right. Just piece by piece by piece by piece. And yeah there are a lot of them, lots of little tiles
- and we've just kind of gotten started on what the faces and so will look at. We're just using a set of
- random faces now, and we've got eight of those right now, but that'll change I'm sure.
- R: Are you experiencing any slowdown from all the graphics you are adding or is that not a problem?
- T: Oh, nah, not at all. Because those x number of layers - each dwarf ends up being made from like
- 15, 20 layers - those are not being rendered in real time, printing every single layer. It bakes it
- all into a texture once, the first time you see the dwarf, and then it just has to update it when the
- dwarf changes something about themself, which doesn't happen all that often.
- R: Nice!
- T: So it's nice, cheap, cheap n' nice, the way we like it. It's like Dwarf Fortress has always been.
- R: [laghter]
- T: And yeah, it's cool, and of course there's a lot of different opinions of how the dwarves should be,
- and tilesets have gone all kinds of ways in terms of like whether you should show professions,
- whether you should show the actual clothing people are wearing, whether the color of the clothing
- should be based on the dyes and materials, whether the clothing color should be based on the profession,
- whether or not the item they're holding should be actual items like the axe and the pick for the miner
- and the woodcutter, but no one else uses tools, or whether like a fishingdwarf should hav elike a virtual
- fishing rod to sort of more accurately portray their profession even if it less accurately portrays
- what they're holding.
- ?: They're not going to have the color coding, are they?
- T: Yeah, I mean it's, it's, [sound]. Yeah. So, what we're going to do is to have some options. [laughter]
- Which means more layers, more fun. But, it's cool. I mean, it's the most important picture in the game
- right, for Dwarf Fortress, presumably the dwarf, the dwarf being an important picture. So we're
- just going to have some options for people. Default is probably to show the professions with the
- color of the clothes they're wearing, just so people don't lose their miner at first when they're getting
- started with the game, and can see the pick. Yeah.
- C: Out of curiosity, will the vampire dwarves, will they have any special graphics associated with them,
- or will they look just like everyone else?
- T: So we have some little test pictures of things like zombies and so forth... we have kind of these
- placeholder zombies but then we have these ribs-exposed nasty pictures of various creatures at work
- at times and who know were we're actually going to ... where we land depends on all kind of factors.
- Some of them are technical and some of them are kind of how much resources we have to work on it...
- So we're settled on what we're going to get, but since there's not too many types of vampires I think
- that's the kind of thing we can probably get away with. You don't have to worry about like a
- rhesus macaque vampire the same way you have to worry about a rhesus macaque zombie, right.
- C: Oh sure yeah.
- T: Or giant rhesus macaque zombie, or a baby rhesus macaque zombie or a child rhesus macaque zombie.
- And just, you know, etcetera etcetera, it get's really... or a giant child rhesus macaque zombie,
- or what about a giant child rhesus macaque animated husk?
- C: [laughter] Just the giant ball of tails from the rhesus macaque.
- T: [laughter]
- C: It's undead. It's rolling around with the tails.
- T: Well that's a whole other thing too right, because if you chop up somebody's arm it could be animated...
- C: Sure.
- T: ... and so do we - there's too many things to really display with pixel graphics in high fidelity once
- you get into animal chunks and [chuckles] giant baby animal chunks.
- C: [laughter]
- T: So we're going to have to have some responsible scoping on that, but when it comes to a dwarf we don't
- really have to be so responsible, which is why we already have the 600 images and are just going
- from there. And the humans, goblins, elves and kobolds will get this treatment as well, because those
- are kind of the core important critters, and then we have animal people pictures drawn up. Doing
- like that many layers for that many animal people is kind of prohibive, or whatever, but at least
- we can show animal people with like stuff in their hands, so at least that's something...
- to start, right, and who knows where it's going to go, afterward. Yeah, and I also... let's see...
- yes we had all the armor and there's currently I think 8 but I may be misremembering, but all the
- different materials, copper, bronze, steel, iron, ummm... and wood for the elves. Wooden armor,
- we have wooden armor pictures, we have... divine materials get a picture. Buf of course the
- devine materials, which are somehting you can find if you go look for them, are randomly
- generated and have all kinds of different descriptions, but you know right now we can just afford
- to "let's have one picture!", so they all look nice. But also artifacts get their own picture,
- so you can tell if someone's wearing an artifact helmet.
- C: Oh nice.
- T: And that's when they're worn, when items are on the ground we have more ability to add some detail
- to them, so weäve had some... this is not in yet, but we have some kind of protoype stuff of
- showing how damaged a weapon and how damaged clothing are, and you know should we put the vomit
- chunks on them [chuckles], and the blood splatter and that kind of thing...
- C: I think the community says yes to all that.
- T: That is probably the [?????] 08:20
- ?: Never say no.
- T: Yeah. We have to say stop to some stuff at some point. And we have of course during the course
- of just the discussion about what art's goong to go in the game or whatever. Some times we've
- had to show some restraint, but it's going really well. I guess since we last had ... since the
- interview with Brian on the last episode we've also shown the zones interface, which is kind
- of the beginnings of what Dwarf Fortress is going to be like now. It's like you want to drag out
- a rectangle and click on some things and set the type of zone and so forth, and we're doing the
- stockpile interface, works that way now too. So you can just kind of drag out your stockpiles,
- you can repaint them which is nice. Before you could kind of delete pieces of stockpiles but if you
- wanted to add an annex to a stockpile with the same properties you couldn't really do it,
- so that's changed. Also you can make them larger - there was this really bizarre restriction on
- stockpiles that they could only be 31x31 tiles tops, and that's been lifted now.
- [09:53]
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